fix breaking cpp2beef changes
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@@ -764,8 +764,6 @@ public const let PROP_RENDERER_GPU_DEVICE_POINTER = "SDL.
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*
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture, if you want to wrap an
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* existing texture.
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@@ -2496,6 +2494,8 @@ public const let PROP_TEXTURE_GPU_TEXTURE_V_POINTER = "SDL.texture.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.4.0.
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*
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* \sa SDL_RenderGeometry
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@@ -2517,6 +2517,8 @@ public const let PROP_TEXTURE_GPU_TEXTURE_V_POINTER = "SDL.texture.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.4.0.
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*
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* \sa SDL_SetRenderTextureAddressMode
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@@ -2952,6 +2954,64 @@ public const let DEBUG_TEXT_FONT_CHARACTER_SIZE = 8;
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*/
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[LinkName("SDL_CreateGPURenderState")] public static extern GPURenderState* CreateGPURenderState(Renderer* renderer, GPURenderStateCreateInfo* createinfo);
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/**
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* Set sampler bindings variables in a custom GPU render state.
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*
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* The data is copied and will be binded using SDL_BindGPUFragmentSamplers()
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* during draw call execution.
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*
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* \param state the state to modify.
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* \param num_sampler_bindings The number of additional fragment samplers to
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* bind.
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* \param sampler_bindings Additional fragment samplers to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.6.0.
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*/
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[LinkName("SDL_SetGPURenderStateSamplerBindings")] public static extern bool SetGPURenderStateSamplerBindings(GPURenderState* state, c_int num_sampler_bindings, GPUTextureSamplerBinding* sampler_bindings);
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/**
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* Set storage textures variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentStorageTextures() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_textures The number of storage textures to bind.
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* \param storage_textures Storage textures to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.6.0.
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*/
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[LinkName("SDL_SetGPURenderStateStorageTextures")] public static extern bool SetGPURenderStateStorageTextures(GPURenderState* state, c_int num_storage_textures, GPUTexture** storage_textures);
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/**
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* Set storage buffers variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentStorageBuffers() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_buffers The number of storage buffers to bind.
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* \param storage_buffers Storage buffers to bind.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.6.0.
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*/
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[LinkName("SDL_SetGPURenderStateStorageBuffers")] public static extern bool SetGPURenderStateStorageBuffers(GPURenderState* state, c_int num_storage_buffers, GPUBuffer** storage_buffers);
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/**
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* Set fragment shader uniform variables in a custom GPU render state.
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*
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